[Modern] Modern Burn: Sequencing Guide and Other Tips
Burn is often called one of the easier decks to play in Modern, and while many burn players take umbrage with that, I actually agree as a long-time burn player. Burn is one of the easiest decks in the format both to learn and to play, which along with its relative cheapness makes it a great option for those just getting in to Modern who want a tier one deck. However, Burn is not an auto-pilot deck, and it is a fairly punishing one for both players - it punishes misplays both by the pilot and the opponent. This post is meant to help both players who are just beginning with modern burn learn one of the most tricky parts of playing a burn deck - how to sequence your spells for optimal efficiency and damage. As well, I'll include various tips and tricks both for burn players and opponents. If you have thoughts and additional tricks, I'd love to hear them! Comment below.
For reference, here's the list I'm running at the moment: http://tappedout.net/mtg-decks/15-04-15-naya-burn/
So let's get started!
Sequencing
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Play Creatures FIRST. This is a rule that is true in most of magic, but it is especially true with a burn deck. The reason is simple: Burn is all about maximizing damage, and the earlier your creatures are out, the more damage they can deal. Compare two one mana plays: Goblin Guide and Lava Spike. If you play Guide on turn one, it will deal 2 damage on turn one, 4 damage on turn two, 6 damage on turn three, etc. Lava Spike, on the other hand, will deal 3 damage on turn one, 3 damage on turn two, and 3 damage on turn 3. Add the fact that creatures played earlier are more likely to get in for damage and the case is clear - PLAY YOUR CREATURES FIRST.
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Play Rift Bolt early. Rift Bolt is a fantastic card and a key part of the burn deck, but it does require some special sequencing. It is slower than your other spells by a turn, so playing it earlier than most of your other spells is a good idea. You really don't want to lose a game you could have won with a Rift Bolt on suspend. This is most critical in games where an opponent can win on turn 4, such as splinter twin - in most other matchups, Rift Bolt should connect. As well, if you have the mana and nothing else to do with it, don't be afraid of hardcasting Rift Bolt for 3 mana.
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Two mana spells before one mana spells. This is a more counter-intuitive one, but in general, if there's no good reason to hold them (which is usually the case with Skullcrack effects), you'll want to play your two mana spells earlier than your one mana spells. This is because burn cares a lot about mana efficiency, and since the deck is entirely comprised of one and two mana spells, two mana spells can become backlogged in your hand. Consider this opening hand from my States tournament on Sunday: Goblin Guide, Rift Bolt, Lava Spike, Boros Charm, Boros Charm, Mountain, Wooded Foothills. How would you sequence this? Especially given the point above, it is tempting to play Lava Spike and suspend Rift Bolt on turn two. However, I would play a Boros Charm on turn two, especially if I draw a land. This allows us to have a much better turn 3, where we play two spells - say, the second Charm and suspend Rift Bolt - rather than have two Boros Charms in hand and we can only play one of them. I've had games in the past where I've had 3 mana and nothing but two mana spells in hand, and I've had to let one mana go to waste each turn, slowing down my game plan significantly - this is to be avoided. Since one mana spells are inherently more flexible, they are better to keep in hand, so play your two mana spells when you have the chance!
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Play fetchlands later. Most decks in modern play their fetchlands early, to take as little damage as possible from their lands on turns 3-5. However, Burn plays from turn one, so playing your fetchlands early is not likely to save life. In fact, holding on to fetchlands is more useful, as you have more information of what colors you need to fetch for, and more landfall triggers for Searing Blaze later in the game. In a deck where any fetchland can fetch any land, fetchlands are by far your most flexible lands - hold on to them! Similarly, keep a fetchland uncracked if you don't need the mana - not only can this make a difference if you would need the one life, but you could potentially draw Searing Blaze and need the landfall trigger.
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In general, hold on to more flexible options. If there's been a theme to all this, it is that you want to hold on to your more flexible options for later. That means Lava Spike before Lightning Bolt, Boros Charm before Atarka's Command, etc. This gives you the most information possible to make the best possible plays.
Tips and Tricks for Burn Players
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Atarka's Command and Boros charm are modal spells! While 90% of the time, Boros Charm will deal 4 damage to an opponent, it does have other modes. The most useful one is the indestructible mode. If you're facing a deck with board wipes, your creatures are your most valuable assets, so saving two of them from a board wipe is big game. As well, Atarka's Command's fourth mode is very solid and allows the spell to essentially deal an extra damage for each unblocked creature you have. If you don't think your opponent will be gaining life, fire it off when you can for the extra damage!
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Burn is more flexible than you think. While Burn is a very streamlined deck, there is plenty of flexibility in sideboard options. Don't be afraid to stray from the norm. My most recent metagame, Portland, was full of Infect and Twin, leading me to sideboard silver bullets against those decks - Deflecting Palm for Infect and Rending Volley for Twin. If Lilianas dominate your metagame, give Guerrilla Tactics a shot. If life gain decks are popular, Leyline of Punishment is an option. If Tron and Amulet decks run amok, drop a Blood Moon and watch them squirm. If Fish is the deck of choice, Soulfire Grand Master races them excellently. Robots a problem? Run more Smash to Smithereens. Try new things!
Tips and Tricks for Burn Opponents
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Kill creatures on sight! Especially Eidolon of the Great Revel - KILL THAT THING BEFORE YOU DO ANYTHING ELSE. I mean it - if your next spell after Eidolon hits the board isn't either a four or greater cost spell or doesn't kill or block Eidolon - preferably both - you're in for a bad time. The more damage creatures do for a burn player, the easier it is to win the game for us. Seriously - kill our creatures before doing anything else.
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Take as little damage as possible from yourself. Burn is all about counting from 20 to 0, but counting from 15 to 0 is significantly easier. If that means not playing a Gitaxian Probe until you have mana, so be it. Avoid taking damage unless it's necessary.
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Use Goblin Guide to the fullest. Knowing the top of your deck isn't just for Legacy anymore! If you play a fetchland turn one, you can use it to see if the card is something you really need or not. I played an Abzan opponent this weekend who saw a Timely Reinforcements on top, then fetched for a land and was very surprised to not draw his Timely Reinforcements. Additionally, if I have two Goblin Guides out, you can use your fetchland to get another shot if you don't hit a land the first time.
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Play around Skullcrack, but not too much. If you have an instant speed life gain effect, like Feed the Clan or Lightning Helix, wait until we don't have the mana to Skullcrack or Atarka's Command it. Do it when we fetch! But don't wait too long, or else we'll just kill you before you get a chance to fire it off.
I hope this guide is helpful to Modern players both getting into burn and having trouble with it. I highly recommend the deck - it's fun, easy to play, and very competitive. Give it a try! If anyone has any other tips or disagrees with what I've written, comment below. Thanks!
Posted Apr 15, 2015, 8:25 PM UTC